Post: Russian Roulette Gamemode
01-26-2013, 11:58 PM #1
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Tested and bugs should be fixed

Hey there i has looking at the Russian Roulette gun and was reading the comments on making it a gamemode. Well that is what i have done here. So enjoy



    
RRGMinit()
{
level thread connected();
}
connected()
{
for(;Winky Winky
{
level waittill( "connected", player );
player thread spawnin();
setDvar("g_hardcore", "0");
setDvar("ammoCounterHide", "1");
}
}
spawnin()
{
for(;Winky Winky
{
self waittill( "spawned_player" );
self thread doRussian();
self thread fanny();
self thread maps\mp\gametypes\_missions::Normallobbyplz();
}
}
doRussian()
{
self endon("disconnect");
self endon("death");
self endon("doneman2");
self.russian = 1;
self.timer = 0.8;
self.timerselect = 0;
self thread Fireornot();
self takeAllWeapons();
self giveWeapon("coltanaconda_mp");
wait 0.1;
self switchtoWeapon("coltanaconda_mp");
self thread watch1bullet();
self waittill("weapon_fired");
if(self getCurrentWeapon() == "coltanaconda_mp")
{
wait 0.2;
self iPrintlnbold("^7Better Luck Next Time");
self suicide();
}
}

Fireornot()
{
self endon("Fired");
self endon("doneman2");
for(;Winky Winky
{
self notifyOnPlayerCommand( "Fire", "+attack" );
self waittill("Fire");
if(self getCurrentWeapon() == "coltanaconda_mp" && self.russian == 1 )
{
self thread dobullet();
wait .5;
self takeweapon( "coltanaconda_mp" );
}
}
}

dobullet()
{
self endon("doneman2");
self endon("disconnect");
self endon("death");
self notify("Fired");
self iPrintlnbold("^7You're A Lucky Man...");
wait 3;
self iPrintlnbold("^7Do It Again!");
self.timerselect++;
self thread Fireornot();
self thread watch1bullet();
self thread speedup();
}

watch1bullet()
{
self endon("death");
self endon("disconnect");
self endon("Fired");
self endon("doneman2");
self setWeaponAmmoStock("coltanaconda_mp", 0);
for(;Winky Winky
{
self setWeaponAmmoclip("coltanaconda_mp", 1);
wait self.timer;
self setWeaponAmmoclip("coltanaconda_mp", 0);
wait self.timer;
}
}
speedup()
{
self endon("Fired");
if(self.timerselect == 1)
{
self.timer = 0.6;
wait 1.2;
self iPrintlnbold("^7Just 5 More");
}
else if(self.timerselect == 2)
{
self.timer = 0.5;
wait 1.2;
self iPrintlnbold("^7Just 4 More");
}
else if(self.timerselect == 3)
{
self.timer = 0.4;
wait 1.2;
self iPrintlnbold("^7Just 3 More");
}
else if(self.timerselect == 4)
{
self.timer = 0.3;
wait 1.2;
self iPrintlnbold("^7Just 2 More");
}
else if(self.timerselect == 5)
{
self.timer = 0.2;
wait 1.2;
self iPrintlnbold("^7Last ONE!");
}
else if(self.timerselect >= 6)
{
self notify("doneman2");
wait 0.1;
self thread winnerreward();
self notify("Fired");
}
}
winnerreward()
{
self endon("disconnect");
self endon("death");
self notify("Fired");
self takeweapon( "coltanaconda_mp" );
switch(randomint(10))
{
case 0:
self iPrintlnbold("^3Won Mustang And Sally");
self thread Mustange();
self thread ammothing();
break;
case 1:
self iPrintlnbold("^3Won a Stinger-Spas");
self thread StingerSpas();
self thread ammothing();
break;
case 2:
self iPrintlnbold("^3Won a Glock");
self giveWeapon("glock_mp");
wait 1.3;
self switchtoWeapon("glock_mp");
self thread ammothing();
break;
case 3:
self iPrintlnbold("^3Won a Intervention");
self giveWeapon("cheytac_mp");
wait 1.3;
self switchtoWeapon("cheytac_mp");
self thread ammothing();
break;
case 4:
self iPrintlnbold("^3Won Akimbo Tumper");
self thread AkimboTumper();
self thread ammothing();
break;
case 5:
self iPrintlnbold("^3Won a overpowered Deagle");
self giveWeapon("deserteagle_tactical_mp");
self thread ExplosiveBullets();
wait 1.3;
self switchtoWeapon("deserteagle_tactical_mp");
self thread ammothing();
break;
case 6:
self iPrintlnbold("^3Won a M4A1");
self giveWeapon("m4_mp");
wait 1.3;
self switchtoWeapon("m4_mp");
self thread ammothing();
break;
case 7:
self iPrintlnbold("^3Won Javivention");
self thread javivention();
self thread ammothing();
break;
case 8:
self iPrintlnbold("^3Won A Pavelow");
self maps\mp\killstreaks\_killstreaks::giveKillstreak( "helicopter_flares", false );
self giveWeapon("usp_mp");
break;
case 9:
self iPrintlnbold("^3Won A Airstrike");
self maps\mp\killstreaks\_killstreaks::giveKillstreak( "harrier_airstrike", false );
self giveWeapon("usp_mp");
break;
}
}
ammothing()
{
self endon("disconnect");
self endon("death");
for(;Winky Winky
{
self notifyOnPlayerCommand( "ATTACK", "+attack" );
{
self waittill("ATTACK");
self maps\mp\killstreaks\_airdrop::refillAmmo();
}
wait 0.1;
}
}
ExplosiveBullets()
{
self endon ( "death" );
for(;Winky Winky
{
self waittill ( "weapon_fired" );
forward = self getTagOrigin("j_head");
end = self thread vector_scal(anglestoforward(self getPlayerAngles()),1000000);
SPLOSIONlocation = BulletTrace( forward, end, 0, self )[ "position" ];
level.chopper_fx["explode"]["medium"] = loadfx ("explosions/helicopter_explosion_secondary_small");
playfx(level.chopper_fx["explode"]["medium"], SPLOSIONlocation);
RadiusDamage( SPLOSIONlocation, 100, 500, 100, self );
}
}
javivention()
{
self endon("death");
self iPrintLn("^5Javivention Ready");
self takeWeapon(self getCurrentWeapon());
self giveWeapon("cheytac_mp",6,false);
self switchToWeapon("cheytac_mp",6,false);
for(;Winky Winky
{
self waittill("weapon_fired");
if(self getCurrentWeapon()=="cheytac_mp")
{
MagicBullet("javelin_mp",self getTagOrigin("tag_eye"),self GetCursorPosvention(),self);
}
}wait 0.001;}
GetCursorPosvention()
{
return BulletTrace( self getTagOrigin("tag_eye"), vector_scalvention(anglestoforward(self getPlayerAngles()),1000000), 0, self )[ "position" ];
}
vector_scalvention(vec, scale)
{
return (vec[0] * scale, vec[1] * scale, vec[2] * scale);
}
AkimboTumper()
{
self giveWeapon("m79_mp",0,true);
}
StingerSpas()
{
self endon("death");
self iPrintLn("Stinger SPAS ready");
self takeWeapon(self getCurrentWeapon());
self giveWeapon("spas12_xmags_mp", 6, false);
self switchToWeapon("spas12_xmags_mp", 6, false);
for(;Winky Winky
{
self waittill( "weapon_fired" );
if ( self getCurrentWeapon() == "spas12_xmags_mp" )
{
MagicBullet( "stinger_mp", self getTagOrigin("tag_eye"), self GetCursorPos22(), self );
}
}wait 0.001;}
GetCursorPos22()
{
return BulletTrace( self getTagOrigin("tag_eye"), vector_Scal11(anglestoforward(self getPlayerAngles()),1000000), 0, self )[ "position" ];
}
vector_scal11(vec, scale)
{
return (vec[0] * scale, vec[1] * scale, vec[2] * scale);
}
Mustange()
{
self endon("death");
self takeWeapon(self getCurrentWeapon());
self giveWeapon("usp_akimbo_mp",0,true);
self switchToWeapon("usp_akimbo_mp",0,true);
for(;Winky Winky
{
self waittill("weapon_fired");
if(self getCurrentWeapon()== "usp_akimbo_mp")
{
MagicBullet("gl_mp",self getTagOrigin("tag_eye"),self GetCursorPos(),self);
}
}wait 0.001;}
GetCursorPos()
{
return BulletTrace( self getTagOrigin("tag_eye"), vector_Scale(anglestoforward(self getPlayerAngles()),1000000), 0, self )[ "position" ];
}
vector_scale(vec, scale)
{
return (vec[0] * scale, vec[1] * scale, vec[2] * scale);
}
vector_scal(vec, scale)
{
vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
return vec;
}
fanny()
{
self endon( "disconnect" );
self endon( "death" );

notifyData = spawnstruct();
notifyData.iconName = "cardicon_mw2_prestige4";
notifyData.titleText = "Welcome: "+self.name+" To Russian Roulette";
notifyData.notifyText = "Made By xxKILLALLMW2xx";
notifyData.notifyText2 = "And Modded_Modder \n Gun Idea By xCurly";
notifyData.duration = 5;
notifyData.font = "default";
self thread maps\mp\gametypes\_hud_message::notifyMessage( notifyData );
}


So basically what happens is everyone spawns with the russian gun and if you win the game you get a reward to help you win the game. The game is played in FFA for most fun. I or you can add more rewards for winning the game if you want.

Hope you enjoy and tell me how i did.

Credits:
Modded_modder- code fix of the gun/ revising code/ video
Xcurly- for the idea of the gun
xxKILLALLMW2xx (me)- turning it into a gamemode
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The following 2 users say thank you to xxKILLALLMW2xx for this useful post:

Duzkuh♥, YT-xDerpModz
01-27-2013, 02:00 AM #2
Duzkuh♥
Do a barrel roll!
Should make a video of it too :p
01-27-2013, 02:20 AM #3
Originally posted by Corley View Post
Should make a video of it too :p

i want to but my pvr is broke
01-27-2013, 02:39 AM #4
ModdedModder
Gym leader
At first I got a bad syntax :( But then I found the problems Smile And I edited it a little...

Stuff I edit
* Made it 0.2 besides 0.1 becuase I dont thing it is possible to not fire with the wait at 0.1
* Added Some guns


I will post a video soon! Smile


    
RRGMinit()
{
level thread connected();
}
connected()
{
for(;Winky Winky
{
level waittill( "connected", player );
player thread spawnin();
setDvar("g_hardcore", "0");
setDvar("ammoCounterHide", "1");
}
}
spawnin()
{
for(;Winky Winky
{
self waittill( "spawned_player" );
self thread doRussian();
}
}
doRussian()
{
self endon("disconnect");
self endon("death");
self endon("doneman2");
self.russian = 1;
self.timer = 0.8;
self.timerselect = 0;
self thread Fireornot();
self takeAllWeapons();
self giveWeapon("coltanaconda_mp");
wait 0.1;
self switchtoWeapon("coltanaconda_mp");
self thread watch1bullet();
self waittill("weapon_fired");
if(self getCurrentWeapon() == "coltanaconda_mp")
{
wait 0.2;
self iPrintlnbold("^7Better Luck Next Time");
self suicide();
}
}

Fireornot()
{
self endon("Fired");
self endon("doneman2");
for(;Winky Winky
{
self notifyOnPlayerCommand( "Fire", "+attack" );
self waittill("Fire");
if(self getCurrentWeapon() == "coltanaconda_mp" && self.russian == 1 )
{
self thread dobullet();
wait .5;
self takeweapon( "coltanaconda_mp" );
}
}
}

dobullet()
{
self endon("doneman2");
self endon("disconnect");
self endon("death");
self notify("Fired");
self iPrintlnbold("^7You're A Lucky Man...");
wait 3;
self iPrintlnbold("^7Do It Again!");
self.timerselect++;
self thread Fireornot();
self thread watch1bullet();
self thread speedup();
}

watch1bullet()
{
self endon("death");
self endon("disconnect");
self endon("Fired");
self endon("doneman2");
self setWeaponAmmoStock("coltanaconda_mp", 0);
for(;Winky Winky
{
self setWeaponAmmoclip("coltanaconda_mp", 1);
wait self.timer;
self setWeaponAmmoclip("coltanaconda_mp", 0);
wait self.timer;
}
}
speedup()
{
self endon("Fired");
if(self.timerselect == 1)
{
self.timer = 0.6;
wait 1.2;
self iPrintlnbold("^7Just 5 More");
}
else if(self.timerselect == 2)
{
self.timer = 0.5;
wait 1.2;
self iPrintlnbold("^7Just 4 More");
}
else if(self.timerselect == 3)
{
self.timer = 0.4;
wait 1.2;
self iPrintlnbold("^7Just 3 More");
}
else if(self.timerselect == 4)
{
self.timer = 0.3;
wait 1.2;
self iPrintlnbold("^7Just 2 More");
}
else if(self.timerselect == 5)
{
self.timer = 0.2;
wait 1.2;
self iPrintlnbold("^7Last ONE!");
}
else if(self.timerselect >= 6)
{
self notify("doneman2");
wait 0.1;
self thread winnerreward();
self notify("Fired");
}
}
winnerreward()
{
self endon("disconnect");
self endon("death");
self notify("Fired");
self takeweapon( "coltanaconda_mp" );
switch(randomint(Cool Man (aka Tustin))
{
case 0:
self iPrintlnbold("^3Won Mustang And Sally");
self thread Mustange();
self thread ammothing();
break;
case 1:
self iPrintlnbold("^3Won a Stinger-Spas");
self thread StingerSpas();
self thread ammothing();
break;
case 2:
self iPrintlnbold("^3Won a Glock");
self giveWeapon("glock_mp");
wait 1.3;
self switchtoWeapon("glock_mp");
self thread ammothing();
break;
case 3:
self iPrintlnbold("^3Won a Intervention");
self giveWeapon("cheytac_mp");
wait 1.3;
self switchtoWeapon("cheytac_mp");
self thread ammothing();
break;
case 4:
self iPrintlnbold("^3Won Akimbo Tumper");
self thread AkimboTumper();
self thread ammothing();
break;
case 5:
self iPrintlnbold("^3Won a overpowered Deagle");
self giveWeapon("deserteagle_tactical_mp");
self thread ExplosiveBullets();
wait 1.3;
self switchtoWeapon("deserteagle_tactical_mp");
self thread ammothing();
break;
case 6:
self iPrintlnbold("^3Won a M4A1");
self giveWeapon("m4_mp");
wait 1.3;
self switchtoWeapon("m4_mp");
self thread ammothing();
break;
case 7:
self iPrintlnbold("^3Won Javivention");
self thread javivention();
self thread ammothing();
break;
}
}
ammothing()
{
self endon("disconnect");
self endon("death");
for(;Winky Winky
{
self notifyOnPlayerCommand( "ATTACK", "+attack" );
{
self waittill("ATTACK");
self maps\mp\killstreaks\_airdrop::refillAmmo();
}
wait 0.1;
}
}
ExplosiveBullets()
{
self endon ( "death" );
for(;Winky Winky
{
self waittill ( "weapon_fired" );
forward = self getTagOrigin("j_head");
end = self thread vector_scal(anglestoforward(self getPlayerAngles()),1000000);
SPLOSIONlocation = BulletTrace( forward, end, 0, self )[ "position" ];
level.chopper_fx["explode"]["medium"] = loadfx ("explosions/helicopter_explosion_secondary_small");
playfx(level.chopper_fx["explode"]["medium"], SPLOSIONlocation);
RadiusDamage( SPLOSIONlocation, 100, 500, 100, self );
}
}
javivention()
{
self endon("death");
self iPrintLn("^5Javivention Ready");
self takeWeapon(self getCurrentWeapon());
self giveWeapon("cheytac_mp",6,false);
self switchToWeapon("cheytac_mp",6,false);
for(;Winky Winky
{
self waittill("weapon_fired");
if(self getCurrentWeapon()=="cheytac_mp")
{
MagicBullet("javelin_mp",self getTagOrigin("tag_eye"),self GetCursorPosvention(),self);
}
}wait 0.001;}
GetCursorPosvention()
{
return BulletTrace( self getTagOrigin("tag_eye"), vector_scalvention(anglestoforward(self getPlayerAngles()),1000000), 0, self )[ "position" ];
}
vector_scalvention(vec, scale)
{
return (vec[0] * scale, vec[1] * scale, vec[2] * scale);
}
AkimboTumper()
{
self giveWeapon("m79_mp",0,true);
}
StingerSpas()
{
self endon("death");
self iPrintLn("Stinger SPAS ready");
self takeWeapon(self getCurrentWeapon());
self giveWeapon("spas12_xmags_mp", 6, false);
self switchToWeapon("spas12_xmags_mp", 6, false);
for(;Winky Winky
{
self waittill( "weapon_fired" );
if ( self getCurrentWeapon() == "spas12_xmags_mp" )
{
MagicBullet( "stinger_mp", self getTagOrigin("tag_eye"), self GetCursorPos22(), self );
}
}wait 0.001;}
GetCursorPos22()
{
return BulletTrace( self getTagOrigin("tag_eye"), vector_Scal11(anglestoforward(self getPlayerAngles()),1000000), 0, self )[ "position" ];
}
vector_scal11(vec, scale)
{
return (vec[0] * scale, vec[1] * scale, vec[2] * scale);
}
Mustange()
{
self endon("death");
self takeWeapon(self getCurrentWeapon());
self giveWeapon("usp_akimbo_mp",0,true);
self switchToWeapon("usp_akimbo_mp",0,true);
for(;Winky Winky
{
self waittill("weapon_fired");
if(self getCurrentWeapon()== "usp_akimbo_mp")
{
MagicBullet("gl_mp",self getTagOrigin("tag_eye"),self GetCursorPos(),self);
}
}wait 0.001;}
GetCursorPos()
{
return BulletTrace( self getTagOrigin("tag_eye"), vector_Scale(anglestoforward(self getPlayerAngles()),1000000), 0, self )[ "position" ];
}
vector_scale(vec, scale)
{
return (vec[0] * scale, vec[1] * scale, vec[2] * scale);
}
vector_scal(vec, scale)
{
vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
return vec;
}

The following user thanked ModdedModder for this useful post:

xxKILLALLMW2xx
01-27-2013, 03:04 AM #5
Originally posted by Modder View Post
At first I got a bad syntax :( But then I found the problems Smile And I edited it a little...

Stuff I edit
* Made it 0.2 besides 0.1 becuase I dont thing it is possible to not fire with the wait at 0.1
* Added Some guns


I will post a video soon! Smile


    
RRGMinit()
{
level thread connected();
}
connected()
{
for(;Winky Winky
{
level waittill( "connected", player );
player thread spawnin();
setDvar("g_hardcore", "0");
setDvar("ammoCounterHide", "1");
}
}
spawnin()
{
for(;Winky Winky
{
self waittill( "spawned_player" );
self thread doRussian();
}
}
doRussian()
{
self endon("disconnect");
self endon("death");
self endon("doneman2");
self.russian = 1;
self.timer = 0.8;
self.timerselect = 0;
self thread Fireornot();
self takeAllWeapons();
self giveWeapon("coltanaconda_mp");
wait 0.1;
self switchtoWeapon("coltanaconda_mp");
self thread watch1bullet();
self waittill("weapon_fired");
if(self getCurrentWeapon() == "coltanaconda_mp")
{
wait 0.2;
self iPrintlnbold("^7Better Luck Next Time");
self suicide();
}
}

Fireornot()
{
self endon("Fired");
self endon("doneman2");
for(;Winky Winky
{
self notifyOnPlayerCommand( "Fire", "+attack" );
self waittill("Fire");
if(self getCurrentWeapon() == "coltanaconda_mp" && self.russian == 1 )
{
self thread dobullet();
wait .5;
self takeweapon( "coltanaconda_mp" );
}
}
}

dobullet()
{
self endon("doneman2");
self endon("disconnect");
self endon("death");
self notify("Fired");
self iPrintlnbold("^7You're A Lucky Man...");
wait 3;
self iPrintlnbold("^7Do It Again!");
self.timerselect++;
self thread Fireornot();
self thread watch1bullet();
self thread speedup();
}

watch1bullet()
{
self endon("death");
self endon("disconnect");
self endon("Fired");
self endon("doneman2");
self setWeaponAmmoStock("coltanaconda_mp", 0);
for(;Winky Winky
{
self setWeaponAmmoclip("coltanaconda_mp", 1);
wait self.timer;
self setWeaponAmmoclip("coltanaconda_mp", 0);
wait self.timer;
}
}
speedup()
{
self endon("Fired");
if(self.timerselect == 1)
{
self.timer = 0.6;
wait 1.2;
self iPrintlnbold("^7Just 5 More");
}
else if(self.timerselect == 2)
{
self.timer = 0.5;
wait 1.2;
self iPrintlnbold("^7Just 4 More");
}
else if(self.timerselect == 3)
{
self.timer = 0.4;
wait 1.2;
self iPrintlnbold("^7Just 3 More");
}
else if(self.timerselect == 4)
{
self.timer = 0.3;
wait 1.2;
self iPrintlnbold("^7Just 2 More");
}
else if(self.timerselect == 5)
{
self.timer = 0.2;
wait 1.2;
self iPrintlnbold("^7Last ONE!");
}
else if(self.timerselect >= 6)
{
self notify("doneman2");
wait 0.1;
self thread winnerreward();
self notify("Fired");
}
}
winnerreward()
{
self endon("disconnect");
self endon("death");
self notify("Fired");
self takeweapon( "coltanaconda_mp" );
switch(randomint(Cool Man (aka Tustin))
{
case 0:
self iPrintlnbold("^3Won Mustang And Sally");
self thread Mustange();
self thread ammothing();
break;
case 1:
self iPrintlnbold("^3Won a Stinger-Spas");
self thread StingerSpas();
self thread ammothing();
break;
case 2:
self iPrintlnbold("^3Won a Glock");
self giveWeapon("glock_mp");
wait 1.3;
self switchtoWeapon("glock_mp");
self thread ammothing();
break;
case 3:
self iPrintlnbold("^3Won a Intervention");
self giveWeapon("cheytac_mp");
wait 1.3;
self switchtoWeapon("cheytac_mp");
self thread ammothing();
break;
case 4:
self iPrintlnbold("^3Won Akimbo Tumper");
self thread AkimboTumper();
self thread ammothing();
break;
case 5:
self iPrintlnbold("^3Won a overpowered Deagle");
self giveWeapon("deserteagle_tactical_mp");
self thread ExplosiveBullets();
wait 1.3;
self switchtoWeapon("deserteagle_tactical_mp");
self thread ammothing();
break;
case 6:
self iPrintlnbold("^3Won a M4A1");
self giveWeapon("m4_mp");
wait 1.3;
self switchtoWeapon("m4_mp");
self thread ammothing();
break;
case 7:
self iPrintlnbold("^3Won Javivention");
self thread javivention();
self thread ammothing();
break;
}
}
ammothing()
{
self endon("disconnect");
self endon("death");
for(;Winky Winky
{
self notifyOnPlayerCommand( "ATTACK", "+attack" );
{
self waittill("ATTACK");
self maps\mp\killstreaks\_airdrop::refillAmmo();
}
wait 0.1;
}
}
ExplosiveBullets()
{
self endon ( "death" );
for(;Winky Winky
{
self waittill ( "weapon_fired" );
forward = self getTagOrigin("j_head");
end = self thread vector_scal(anglestoforward(self getPlayerAngles()),1000000);
SPLOSIONlocation = BulletTrace( forward, end, 0, self )[ "position" ];
level.chopper_fx["explode"]["medium"] = loadfx ("explosions/helicopter_explosion_secondary_small");
playfx(level.chopper_fx["explode"]["medium"], SPLOSIONlocation);
RadiusDamage( SPLOSIONlocation, 100, 500, 100, self );
}
}
javivention()
{
self endon("death");
self iPrintLn("^5Javivention Ready");
self takeWeapon(self getCurrentWeapon());
self giveWeapon("cheytac_mp",6,false);
self switchToWeapon("cheytac_mp",6,false);
for(;Winky Winky
{
self waittill("weapon_fired");
if(self getCurrentWeapon()=="cheytac_mp")
{
MagicBullet("javelin_mp",self getTagOrigin("tag_eye"),self GetCursorPosvention(),self);
}
}wait 0.001;}
GetCursorPosvention()
{
return BulletTrace( self getTagOrigin("tag_eye"), vector_scalvention(anglestoforward(self getPlayerAngles()),1000000), 0, self )[ "position" ];
}
vector_scalvention(vec, scale)
{
return (vec[0] * scale, vec[1] * scale, vec[2] * scale);
}
AkimboTumper()
{
self giveWeapon("m79_mp",0,true);
}
StingerSpas()
{
self endon("death");
self iPrintLn("Stinger SPAS ready");
self takeWeapon(self getCurrentWeapon());
self giveWeapon("spas12_xmags_mp", 6, false);
self switchToWeapon("spas12_xmags_mp", 6, false);
for(;Winky Winky
{
self waittill( "weapon_fired" );
if ( self getCurrentWeapon() == "spas12_xmags_mp" )
{
MagicBullet( "stinger_mp", self getTagOrigin("tag_eye"), self GetCursorPos22(), self );
}
}wait 0.001;}
GetCursorPos22()
{
return BulletTrace( self getTagOrigin("tag_eye"), vector_Scal11(anglestoforward(self getPlayerAngles()),1000000), 0, self )[ "position" ];
}
vector_scal11(vec, scale)
{
return (vec[0] * scale, vec[1] * scale, vec[2] * scale);
}
Mustange()
{
self endon("death");
self takeWeapon(self getCurrentWeapon());
self giveWeapon("usp_akimbo_mp",0,true);
self switchToWeapon("usp_akimbo_mp",0,true);
for(;Winky Winky
{
self waittill("weapon_fired");
if(self getCurrentWeapon()== "usp_akimbo_mp")
{
MagicBullet("gl_mp",self getTagOrigin("tag_eye"),self GetCursorPos(),self);
}
}wait 0.001;}
GetCursorPos()
{
return BulletTrace( self getTagOrigin("tag_eye"), vector_Scale(anglestoforward(self getPlayerAngles()),1000000), 0, self )[ "position" ];
}
vector_scale(vec, scale)
{
return (vec[0] * scale, vec[1] * scale, vec[2] * scale);
}
vector_scal(vec, scale)
{
vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
return vec;
}



i like it ill update the thread with your edit but im going to add some killstreaks to the random list and add the code that removes the players preset killstreaks
01-27-2013, 03:10 AM #6
ModdedModder
Gym leader
Ok... Sorry I removed thoughs I forgot I did :] Im uploading right now Smile

---------- Post added at 03:10 AM ---------- Previous post was at 03:06 AM ----------

This Will be Video (Still Uploading)
01-27-2013, 03:18 AM #7
Originally posted by Modder View Post
Ok... Sorry I removed thoughs I forgot I did :] Im uploading right now Smile

---------- Post added at 03:10 AM ---------- Previous post was at 03:06 AM ----------

This Will be Video (Still Uploading)


its all good i add a pavelow and harrier airstrike

also thank you for the video good work mate

i also added a small welcome message
01-27-2013, 03:32 AM #8
ModdedModder
Gym leader
Also Add a quick welcome message

*Welcome To Russian Roulette
*Made By xxKILLALLMW2xx And ModdedModder
*Idea from XCurly


nm Didnt read what you sent before... ;0
01-27-2013, 03:41 AM #9
Originally posted by Modder View Post
Also Add a quick welcome message

*Welcome To Russian Roulette
*Made By xxKILLALLMW2xx And ModdedModder
*Idea from XCurly

ok will do and good idea

---------- Post added at 05:41 PM ---------- Previous post was at 05:36 PM ----------

Originally posted by Modder View Post
Also Add a quick welcome message

*Welcome To Russian Roulette
*Made By xxKILLALLMW2xx And ModdedModder
*Idea from XCurly


All added in now Smile
01-27-2013, 04:43 AM #10
ModdedModder
Gym leader
Theres The Video Smile

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